Total War: Shogun 2 Complete Collection - Compare Prices & Find Best Deals

Compare Total War: Shogun 2 Complete Collection prices across 50+ stores and find the best deal. Developed by Creative Assembly. Published by SEGA. Released on 3/15/2011. Available on PC. Genres: Single Player, Multiplayer, Local Co-op, Bird View, Strategy.

The grand-strategy hybrid that Creative Assembly got exactly right: a turn-based campaign map of feudal Japan combined with real-time samurai battles, bundled with all clan, unit, and campaign DLC. Over 92% positive across 21,000+ Steam reviews, and the accolades still hold up.

Shogun 2 is the Total War formula at its most disciplined. Where Empire: Total War sprawled across the globe and buckled under its own ambition, Creative Assembly pulled the scope back to the islands of feudal Japan and made every decision count harder for it. You play as the daimyo of one of several competing clans in the Sengoku period, managing a turn-based campaign map that tracks provinces, food, trade routes, armies, and a web of diplomacy and intrigue, then dropping into real-time tactical battles whenever armies meet. That dual-layer design, one layer for your spreadsheet brain and one for your reflexes, is the engine of a game that can reasonably eat 150 hours without you noticing. The decision space on the campaign map is genuinely meaty. Your generals carry loyalty ratings that shift with marriage, adoption, and the offices you hand them, which means roster management has political weight beyond raw combat stats. Fog of war, seasonal attrition on armies left in the field through winter, the Realm Divide mechanic that turns every surviving clan against you once you get close to victory, and a ninja-monk-metsuke agent triangle that runs a shadow war alongside your main armies: these systems don't just pile on top of each other, they interact in ways that force you to think several turns ahead. The AI on the campaign map is the best in the series up to this point, and on higher difficulties it applies genuine pressure. Land battles reward terrain use, formation choices (ashigaru spearmen holding a chokepoint against cavalry, katana samurai flanking soft archer units), and morale management more than raw numbers. Weather conditions including fog and rain shift missile unit effectiveness mid-battle and force real adaptation. Now, the "newcomers can't handle this" warning label that people slap on Total War games is less warranted here than anywhere else in the series. There are extended tutorials covering land battles, sea battles, and the early campaign turns, plus optional audio and text tooltips that stay available throughout your first run. The UI is tighter than Empire or Napoleon, tech trees are readable, and the fact that all clans use variations of the same core unit set, sword, bow, spear, cavalry, and limited matchlock firearms, means you're not drowning in 200 troop types on day one. Spend two or three campaign turns reading the interface and you'll find it clicks faster than Paradox's output. That said, naval combat is the weakest link: many experienced players auto-resolve sea battles because the tactical control there never reaches the quality of land engagements. The Complete Collection bundles the base game with the Sengoku Jidai Unit Pack (which adds unique per-clan units like the Oda long-yari ashigaru and the Date bulletproof samurai, and is the better of the two unit packs), the Hattori Clan Pack, the Ikko Ikki Clan Pack, the Otomo Clan Pack (Christians with early matchlock access, a legitimately different opener), the Saints and Heroes Unit Pack, the Dragon War Battle Pack, the Blood Pack, and the Rise of the Samurai campaign DLC, which shifts the period back to the Genpei War era. That's a complete package with no meaningful content left on the shelf. The mod ecosystem, accessible through the Steam Workshop, extends replayability further with overhauls, historical unit reskins, and balance mods that the community has kept alive for well over a decade. The honest criticisms are narrow. Clan differentiation in the base campaign is mostly a starting position and a bonus or two rather than a fundamentally different playstyle, which limits how dramatically different runs six through ten feel without DLC clans. Sea battles remain a weak point tactically. And if you're coming from later Total War titles with more polished diplomacy tools, a few UI gaps will annoy, specifically the inability to see the wider diplomatic map when a rival presents you with an offer. Those are real complaints, not dealbreakers. Diego, Scout Team

Total War: Shogun 2 Complete Collection
Single PlayerMultiplayerLocal Co-opBird ViewStrategy

Total War: Shogun 2 Complete Collection

Mar 15, 2011Creative AssemblySEGA
GamerScout Says

The grand-strategy hybrid that Creative Assembly got exactly right: a turn-based campaign map of feudal Japan combined with real-time samurai battles, bundled with all clan, unit, and campaign DLC. Over 92% positive across 21,000+ Steam reviews, and the accolades still hold up.

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About Total War: Shogun 2 Complete Collection

Shogun 2 is the Total War formula at its most disciplined. Where Empire: Total War sprawled across the globe and buckled under its own ambition, Creative Assembly pulled the scope back to the islands of feudal Japan and made every decision count harder for it. You play as the daimyo of one of several competing clans in the Sengoku period, managing a turn-based campaign map that tracks provinces, food, trade routes, armies, and a web of diplomacy and intrigue, then dropping into real-time tactical battles whenever armies meet. That dual-layer design, one layer for your spreadsheet brain and one for your reflexes, is the engine of a game that can reasonably eat 150 hours without you noticing. The decision space on the campaign map is genuinely meaty. Your generals carry loyalty ratings that shift with marriage, adoption, and the offices you hand them, which means roster management has political weight beyond raw combat stats. Fog of war, seasonal attrition on armies left in the field through winter, the Realm Divide mechanic that turns every surviving clan against you once you get close to victory, and a ninja-monk-metsuke agent triangle that runs a shadow war alongside your main armies: these systems don't just pile on top of each other, they interact in ways that force you to think several turns ahead. The AI on the campaign map is the best in the series up to this point, and on higher difficulties it applies genuine pressure. Land battles reward terrain use, formation choices (ashigaru spearmen holding a chokepoint against cavalry, katana samurai flanking soft archer units), and morale management more than raw numbers. Weather conditions including fog and rain shift missile unit effectiveness mid-battle and force real adaptation. Now, the "newcomers can't handle this" warning label that people slap on Total War games is less warranted here than anywhere else in the series. There are extended tutorials covering land battles, sea battles, and the early campaign turns, plus optional audio and text tooltips that stay available throughout your first run. The UI is tighter than Empire or Napoleon, tech trees are readable, and the fact that all clans use variations of the same core unit set, sword, bow, spear, cavalry, and limited matchlock firearms, means you're not drowning in 200 troop types on day one. Spend two or three campaign turns reading the interface and you'll find it clicks faster than Paradox's output. That said, naval combat is the weakest link: many experienced players auto-resolve sea battles because the tactical control there never reaches the quality of land engagements. The Complete Collection bundles the base game with the Sengoku Jidai Unit Pack (which adds unique per-clan units like the Oda long-yari ashigaru and the Date bulletproof samurai, and is the better of the two unit packs), the Hattori Clan Pack, the Ikko Ikki Clan Pack, the Otomo Clan Pack (Christians with early matchlock access, a legitimately different opener), the Saints and Heroes Unit Pack, the Dragon War Battle Pack, the Blood Pack, and the Rise of the Samurai campaign DLC, which shifts the period back to the Genpei War era. That's a complete package with no meaningful content left on the shelf. The mod ecosystem, accessible through the Steam Workshop, extends replayability further with overhauls, historical unit reskins, and balance mods that the community has kept alive for well over a decade. The honest criticisms are narrow. Clan differentiation in the base campaign is mostly a starting position and a bonus or two rather than a fundamentally different playstyle, which limits how dramatically different runs six through ten feel without DLC clans. Sea battles remain a weak point tactically. And if you're coming from later Total War titles with more polished diplomacy tools, a few UI gaps will annoy, specifically the inability to see the wider diplomatic map when a rival presents you with an offer. Those are real complaints, not dealbreakers. Diego, Scout Team

Tags

steamRealm DivideAgent SystemClan ManagementWeather MechanicsMorale-Based CombatCo-op CampaignAvatar ConquestMod-FriendlyTurn-Based CampaignFeudal Japan

System Requirements

Minimum

Memory
1GB RAM (XP), 2GB RAM (Vista / Windows7)
Storage
32GB
Graphics
256 MB DirectX 9.0c ( model 3)
Processor
2 GHz Intel Dual Core / 2.6 GHz Intel Single Core, or AMD ( SSE2)
System requirements
Windows 7 / Vista / XP

Recommended

Memory
2GB RAM (XP), 4GB RAM (Vista / Windows7)
Storage
32GB
Graphics
AMD Radeon HD 5000 6000 DirectX 11
Processor
2nd Generation Intel Core i5, or AMD
System requirements
Windows 7 / Vista / XP

Reviews & Ratings

No ratings available

Game Info

Developer
Creative Assembly
Publisher
SEGA
Release Date
Mar 15, 2011

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